本文整理汇总了C++中IDriver::setUniformMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ IDriver::setUniformMatrix方法的具体用法?C++ IDriver::setUniformMatrix怎么用?C++ IDriver::setUniformMatrix使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IDriver
的用法示例。
在下文中一共展示了IDriver::setUniformMatrix方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: applyEffect
void CFXAA::applyEffect()
{
if (!m_PP)
return;
CDriverUser *dru = static_cast<CDriverUser *>(m_Driver);
IDriver *drv = dru->getDriver();
// backup
bool fogEnabled = m_Driver->fogEnabled();
m_Driver->enableFog(false);
NL3D::ITexture *renderTarget = drv->getRenderTarget();
nlassert(renderTarget);
nlassert(renderTarget->isBloomTexture());
uint width = renderTarget->getWidth();
uint height = renderTarget->getHeight();
bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
float fwidth = (float)width;
float fheight = (float)height;
float pwidth = 1.0f / fwidth;
float pheight = 1.0f / fheight;
float hpwidth = pwidth * 0.5f;
float hpheight = pheight * 0.5f;
float n = 0.5f;
//if (width != m_Width || height != m_Height)
/*{
// Build VB
m_Width = width;
m_Height = height;
CVertexBufferReadWrite vba;
m_VB.lock(vba);
vba.setValueFloat3Ex(CVertexBuffer::Position, 0, 0.f, 0.f, 0.5f); // BL
vba.setValueFloat3Ex(CVertexBuffer::Position, 1, 1.f, 0.f, 0.5f); // BR
vba.setValueFloat3Ex(CVertexBuffer::Position, 2, 1.f, 1.f, 0.5f); // TR
vba.setValueFloat3Ex(CVertexBuffer::Position, 3, 0.f, 1.f, 0.5f); // TL
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 0, 0.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 1, 1.f, 0.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 2, 1.f, 1.f);
vba.setValueFloat2Ex(CVertexBuffer::TexCoord0, 3, 0.f, 1.f);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 0, 0.f - hpwidth, 0.f - hpheight, 0.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 1, 1.f - hpwidth, 0.f - hpheight, 1.f + hpwidth, 0.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 2, 1.f - hpwidth, 1.f - hpheight, 1.f + hpwidth, 1.f + hpheight);
vba.setValueFloat4Ex(CVertexBuffer::TexCoord1, 3, 0.f - hpwidth, 1.f - hpheight, 0.f + hpwidth, 1.f + hpheight);
}*/
// create render target
CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
// swap render target
CTextureUser texNull;
dru->setRenderTarget(texNull);
drv->swapTextureHandle(*renderTarget, *otherRenderTarget->getITexture());
drv->setRenderTarget(renderTarget);
m_Driver->setMatrixMode2D11();
// debug
// m_Driver->clearBuffers(CRGBA(128, 128, 128, 128));
// activate program
bool vpok = drv->activeVertexProgram(m_VP);
nlassert(vpok);
bool ppok = drv->activePixelProgram(m_PP);
nlassert(ppok);
/*drv->setUniform4f(IDriver::PixelProgram, 0, -n / fwidth, -n / fheight, n / fwidth, n / fheight); // fxaaConsoleRcpFrameOpt
drv->setUniform4f(IDriver::PixelProgram, 1, -2.0f / fwidth, -2.0f / fheight, 2.0f / fwidth, 2.0f / fheight); // fxaaConsoleRcpFrameOpt2*/
drv->setUniform2f(IDriver::PixelProgram, 0, 1.0f / fwidth, 1.0f / fheight); // fxaaQualityRcpFrame
drv->setUniform1f(IDriver::PixelProgram, 1, 0.75f); // fxaaQualitySubpix
drv->setUniform1f(IDriver::PixelProgram, 2, 0.166f); // fxaaQualityEdgeThreshold
drv->setUniform1f(IDriver::PixelProgram, 3, 0.0833f); // fxaaQualityEdgeThresholdMin
drv->setUniformMatrix(IDriver::VertexProgram, 0, IDriver::ModelViewProjection, IDriver::Identity);
// drv->setUniform4f(IDriver::VertexProgram, 9, -hpwidth, -hpheight, hpwidth, hpheight);
// render effect
m_Mat.getObjectPtr()->setTexture(0, otherRenderTarget->getITexture());
/*drv->activeVertexBuffer(m_VB);
drv->renderRawQuads(*m_Mat.getObjectPtr(), 0, 1);*/
m_Driver->drawQuad(m_QuadUV, m_Mat);
m_Mat.getObjectPtr()->setTexture(0, NULL);
// deactivate program
drv->activeVertexProgram(NULL);
drv->activePixelProgram(NULL);
// restore
m_Driver->enableFog(fogEnabled);
// recycle render target
m_Driver->getRenderTargetManager().recycleRenderTarget(otherRenderTarget);
}